Lost in Vivo: How to Scare the Player
<p><em>Lost in Vivo</em>, developed by <a href="https://akuma-kira.itch.io/" rel="noopener ugc nofollow" target="_blank">KIRA</a>, is an incredibly underrated psychological and survival horror game heavily inspired by the <em>Silent Hill</em> games. It is revered among indie-horror fans, especially those among us who love what Team Silent done with <em>Silent Hill</em> back in the day, and I wholly recommend it to anyone who fits into that category (side note: <em>please</em>, Konami — we need more Silent Hill). For a game developed largely by just <em>one</em> person, I wouldn’t hesitate to call it an essential horror experience.</p>
<p>I played through it recently, and it’s one of the few games that genuinely scared the shit out of me — unfortunately quite a rarity these days. The atmosphere is masterfully crafted and it does not conform to “jump-scare” horror, which is a blessing in itself.</p>
<p><iframe frameborder="0" height="480" scrolling="no" src="https://cdn.embedly.com/widgets/media.html?src=https%3A%2F%2Fwww.youtube.com%2Fembed%2FXGxqfLXRYzM%3Ffeature%3Doembed&display_name=YouTube&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DXGxqfLXRYzM&image=https%3A%2F%2Fi.ytimg.com%2Fvi%2FXGxqfLXRYzM%2Fhqdefault.jpg&key=a19fcc184b9711e1b4764040d3dc5c07&type=text%2Fhtml&schema=youtube" title="Lost in Vivo Trailer" width="854"></iframe></p>
<p>Trailer for Lost in Vivo</p>
<p>On the surface level, the plot is relatively simple: you’re walking your service dog; your dog gets swept away into the sewers by the rain; and you climb into the sewers to get your dog back. It might sound a bit out there, but that’s what any good dog owner would do, right?</p>
<p><a href="https://medium.com/@facelesswriter/lost-in-vivo-how-to-scare-the-player-81296226d367"><strong>Read More</strong></a></p>